using UnityEngine;

public class C_Enemy_Data
{
	[SerializeField]
	private float _mMaxHP;

	[SerializeField]
	private float _mCurrHP;

	[SerializeField]
	private float _mAtk;

	[SerializeField]
	private float _m僵直数值上限;

	[SerializeField]
	private float _m僵直数值增长;

	[SerializeField]
	private float _mMax僵直数值;

	[SerializeField]
	private float _mCurr僵直数值;

	[SerializeField]
	private float _m击杀经验值;

	public float _MaxHP => _mMaxHP;

	public float _CurrHP
	{
		get
		{
			return _mCurrHP;
		}
		set
		{
			_mCurrHP = value;
		}
	}

	public float _Atk => _mAtk;

	public float _僵直数值上限 => _m僵直数值上限;

	public float _僵直数值增长 => _m僵直数值增长;

	public float _Max僵直数值
	{
		get
		{
			return _mMax僵直数值;
		}
		set
		{
			_mMax僵直数值 = Mathf.Clamp(_mMax僵直数值 + value, 0f, _m僵直数值上限);
		}
	}

	public float _Curr僵直数值
	{
		get
		{
			return _mCurr僵直数值;
		}
		set
		{
			_mCurr僵直数值 = value;
		}
	}

	public float _击杀经验值 => _m击杀经验值;

	public C_Enemy_Data(ItemSO_Data_Enemy data)
	{
		_mMaxHP = data._生命值;
		_mCurrHP = _mMaxHP;
		_mAtk = data._攻击力;
		_m僵直数值上限 = data._僵直上限;
		_m僵直数值增长 = data._僵直增幅;
		_mMax僵直数值 = data._僵直数值;
		_mCurr僵直数值 = _mMax僵直数值 - 10f;
		_m击杀经验值 = data._击杀经验值;
	}

	public C_Enemy_Data(float mMaxHP, float mCurrHP, float mAtk, float m僵直数值上限, float m僵直数值增长, float mMax僵直数值, float mCurr僵直数值)
	{
		_mMaxHP = mMaxHP;
		_mCurrHP = mCurrHP;
		_mAtk = mAtk;
		_m僵直数值上限 = m僵直数值上限;
		_m僵直数值增长 = m僵直数值增长;
		_mMax僵直数值 = mMax僵直数值;
		_mCurr僵直数值 = mCurr僵直数值;
	}
}
